your publisher will want all source code, and will want to know what software, tools and libs you are using from the start. This will all crop up when developing a AAA title since you will be expected to go over the design and technical docs with the publisher before negotiating a contract with them.
There's a good chance they will frown at B3D since a AAA game is more likely to need to be portable than a budget indie game.
Tech docs usualy go into a lot of detail about tools and libs and the execution of your game code, down the specifying what file formats your using, and which languages, IDE and artist tools.
C++ is way more portable, and a decent established engine framework like torque or Ogre requires little work to port to other platforms.
A true AAA title is likely to end up on a console, and there is no way to get a B3D game on one of those.
There are plenty of more serious hurdles you have to cross first, like having a proven team with sucessfully published commercial titles under their belt. A proven team means a team that has already worked together, not a collection of developers in a new team that hasn't worked together before.
I also think a lot of publishers would question your choice of a basic language, and it would give an impression of amaturishness. With AAA publishers it also helps to have a central place of business where your team works, remote teams don't work too well, and actual office space means they can visit, hold meetings with you and get a sense of your commitment and professionalism.
So its very unlikely a B3D game would get a chance as a commercial AAA game, but would most likely be ok for proof of concept prototyping.
There's a good chance they will frown at B3D since a AAA game is more likely to need to be portable than a budget indie game.
Tech docs usualy go into a lot of detail about tools and libs and the execution of your game code, down the specifying what file formats your using, and which languages, IDE and artist tools.
C++ is way more portable, and a decent established engine framework like torque or Ogre requires little work to port to other platforms.
A true AAA title is likely to end up on a console, and there is no way to get a B3D game on one of those.
There are plenty of more serious hurdles you have to cross first, like having a proven team with sucessfully published commercial titles under their belt. A proven team means a team that has already worked together, not a collection of developers in a new team that hasn't worked together before.
I also think a lot of publishers would question your choice of a basic language, and it would give an impression of amaturishness. With AAA publishers it also helps to have a central place of business where your team works, remote teams don't work too well, and actual office space means they can visit, hold meetings with you and get a sense of your commitment and professionalism.
So its very unlikely a B3D game would get a chance as a commercial AAA game, but would most likely be ok for proof of concept prototyping.